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Board Games Review: Part Two (Small World, Talisman, Adventure Time Card Wars, Ticket to Ride)

Small World

Well, this is a personal favourite of mine. It’s a conquest/strategy style board game, so therefore not to everyone’s liking. But the people who chose to play really enjoyed it. Since there were four of us we played with a larger board, but there is a smaller board for 2/3 players.

One reason everyone liked it was the comical setting. Each player chooses a race to start with, with a randomised skill set. So, for example, I began with Commando Elves, whereas my daughter had Seafaring Ratmen. You play with this race for a few turns, before choosing to go into Decline, and selecting a new race. Put simply, the more you conquer, the more points you score.

Another reason is the short time frame. The game we played had 8 turns, so it didn’t drag at all.

Despite this, there is definitely some strategy for those who enjoy that. When to Decline, which Race to select, who to attack, all effect outcomes. Some of us got through 3 races in one game. I stuck with the Elves all game because I was enjoying them a little too much. My daughter won with only 2 races deployed. In addition, because new races can change the dynamic, it’s not clear who the winner is until the end.

Small World obviously has its fans, because there are a number of expansion sets now. I can see why.

Pros: A short strategy game; combinations of races and skills, with random order, plus multiple boards, means that every game is different; comical races make it fun to play for non-strategists

Cons: Playing with armies rather than individual characters is not fun for everyone; it’s still a strategy/conquest game, making it too complicated for some

 

Talisman

This is an old favourite in our family, enjoyed by all generations. It’s quite free-form, allowing fantasy-style characters to roam about a detailed board having adventures. We had a Troll, Dwarf, Elf, Ghoul and Assassin. Events, objects and followers allow characters to increase their strength and craft. Once strong enough, they can attempt to win the game by ascending to the Crown of Command. They must own a talisman to do so.

There’s no doubt that it can be long, with a laggy middle, as some characters who have not been so lucky wander aimlessly around in the vain hope of improving their position compared to stronger characters, who are free to beat them up and steal their objects.  This can be quite upsetting if other players around the board are ruthless in their play. Only one character can win, by killing all the others. Another aspect that I find frustrating is rolling dice for movement. But there’s no doubt that funny moments abound, as you watch your nearest and dearest get beaten up by hobgoblins, get drunk in a tavern, or turned into toads.

We have played this many, many times over the years, which is a testament to its enduring appeal. Expansion sets and a computer game do too.

Pros: Huge range of characters, adventure cards, strategies, allow for replay-ability and allow players to express their personality; easy to pick up the rules (roll a dice, do what the square tells you to)

Cons: Lengthy; can be less fun for unsuccessful characters, though they can always fill the time by complaining about their bad luck

 

Adventure Time: Card Wars

I am assured by my son that this is a game actually played by Finn and Jake in the cartoon series Adventure Time. It is a two player strategy game that reminded me of playing Swords and Wizardry or Stratego with my Dad, though it has a different dynamic to those games. We used the Finn and Jake decks, but there are other decks you can buy for the other main characters that feature in the series.

Each player has four landscape locations to deploy their creatures on, meaning that fights occur across four ‘lanes’. Shuffle your deck of cards, and send in your bizarre Adventure Time creatures to fight for you. Your deck also contains buildings and spells. You have 2 actions on your turn, which you will usually use by deploying a card or drawing new ones into your hand.

The rules take a bit of time to figure out and are not written that well. It’s not a game for very young kids. Indeed, I think there is quite a lot of strategy to it if you want to take it seriously.

We just enjoyed fighting with our creatures. In the end, I took 25 points of damage, making me The Dweeb and my son The Cool Guy. It took a while for the game to end, and younger players might be better off with a lower victory score to aim at, or they may lose interest.

I enjoyed this game and it makes a nice change from video games when you are after a bit of 2 player game time.

Pros: Nicely balanced 2 player game; crazy Adventure Time creatures; infinitely repayable, especially with other packs

Cons: 2 player only; harder to learn and longer to play than you might expect

 

Ticket to Ride

Another new one for us, but everyone really enjoyed this, and it’s perhaps the most accessible of the bunch.

We played the original US version of the game. Each player builds train routes between cities, scoring points each time they do. Routes are built by collecting the right cards, e.g. 3 black car cards, or 5 red etc. In addition, each player receives destination tickets. These contain pre-mapped routes, and if you successfully link these cities, you are awarded bonus points. Finally, there are bonus points available for the longest route.

This was easy to play, but the strategy really kicked in about the half way stage as the board filled up and routes became unavailable, forcing detours. Some players started to add extra destination tickets: this can lead to a huge reward in bonus points – but if you fail to complete a route by the end of the game, these points are deducted from your score.

This is nice and quick to play, especially individual turns – you either draw cards or place a route, so the pace is good.

Pros: Quick to play, easy to learn; simple, elegant rules, but allows for strategic choices

Cons: Placing railway tracks on a map may not get everyone’s pulse racing

 

Board Games Reviews: Part One (Dungeon Saga, Betrayal at House on the Hill, The Goonies)

 

Board Games Review: Part One (Dungeon Saga, Betrayal at House on the Hill, The Goonies Adventure Card Game)

There’s nothing I like more over the Xmas holidays than sitting around a table with my family and a board game. I was lucky enough to play quite a few this time round, including a number that were new to me. I thought that a review would make a good first post of the year, while my memory is fresh.

 

Dungeon Saga

This was a new one, though comes from a tradition of D&D inspired board games. In particular, this was bought as an alternative to Heroquest, a classic fantasy board game once owned by my family back in the mists of time, but now lost. I’m not going to go there, suffice to say old copies of Heroquest are currently changing hands for well over £100.

Dungeon Saga requires a Dungeon Master to be in charge of the campaign, and to control the bad guys. The other players control the 4 heroes: standard fantasy characters of a dwarf, barbarian, elf & wizard. Therefore doesn’t work so well with any more than 5 players, though I believe there are expansion sets which might address that. Unlike Heroquest, rather than one board, there are pieces which can be placed together in many ways to create different shaped maps.

We played the 2 introductory games, which involved learning the rules, and took at least 3 hours. The DM didn’t have to do much setting up. All the heroes did was walk along a corridor and smite a few puny skeletons! Even for seasoned players, it’s a game that requires a lot of learning, and we felt that it didn’t really get going as a game, but has a lot of potential once the more involved campaigns are introduced. Of course, it also allows for a keen player to make up their own campaigns. My son liked that idea, but was put off by the complexity.

We will definitely be playing this one again and look forward to a longer campaign.

Pros: Co-op play for heroes; DM gets to control lots of bad guys and can win by crippling a hero; tactical combat; a linked campaign with a quest book full of campaigns; easy to design own campaigns

Cons: complex rules; lengthy, with the potential for lots of fiddly decisions about movement/range/line-of-sight which will put off the more casual gamer

 

Betrayal at House on the Hill

This was another new game bought for my son, who loves Horror. We turned the lights out, and put on some scary music for this one.

Everyone selects a character (max 6), with differing attributes: might, speed, sanity and knowledge. They begin to explore the House by picking up tiles and placing them down, either on the basement, ground or top floor. In this way, each game has a different shaped house. Once the players do a certain amount of exploring, the ‘haunting’ phase of the game begins. Depending on what exactly has happened, the players are faced with a challenge that must be defeated, such as a monster out to kill them. It seems that one of the players will often become the enemy at this point, and try to kill the other players.

There seem to be a large number of hauntings that can happen, keeping the game fresh. In our game, one of the players became invisible and began hunting down and killing the other players, who had to work together to stop them. Unfortunately, our youngest member became the bad guy and struggled a bit with the responsibility, so bear in mind the 12+ age guidance.

This game was a hit with everyone, and is likely to get played quite a lot.

Pros: easy to pick up the rules; each game has a different twist, adding to replayability; medium setting in terms of difficulty and length, making it a good choice for family play

Cons: Limited strategy and decision making for seasoned gamers; at the same time too complex for younger kids; ‘evil’ player is determined randomly, which might not be appropriate for some groups

 

The Goonies Adventure Card Game

The Goonies is a film loved by all, so what about the card game based on the film?

This is a co-op game, where each player takes the role of a Goonie from the film, who has certain skills to offer, and work together to find the treasures, before the Fratellis get them! For some reason, the game is only for 1-4 players, though we managed to adjust this to 5 players and enjoyed a good game.

There’s no board, but various cards are played on a table. It’s a complicated business, and has a 14+ age guidance, which is a bit strange for a game based on this film. In fact, my kids are both younger than this and enjoy the game, contributing well to collective decisions. But you need to think about the group who is playing, and make sure that no-one dominates.

Each turn, you are given 4 actions, such as searching for the treasures and mapping a path. You have to be very careful about what you choose to do. If not, you will lose. This game is not easy.

We enjoyed this one, though I’m not sure it was a favourite, and if it wasn’t about The Goonies it might be less popular.

Pros: Relatively short, so a good choice when time is limited or as a warm-up game; a fully co-op game, which promotes teamwork and can make a nice change from trying to kill each other

Cons: Challenging, which perhaps doesn’t suit a Goonies audience; individual contributions are limited which can be unsatisfying

 

Board Games Review: Part Two (Small World, Talisman, Adventure Time Card Wars, Ticket to Ride)